1 or 2 re-rolls would be great. No more than 2 needed, and just 1 would be better than none.^^SimonLancaster wrote: ↑Fri Feb 10, 2023 10:02 amInteresting. Would you cap it at one re-roll? By definition a random map is random so re-rolling until you get a good map for your particular army seems a little unfair.Aetius39 wrote: ↑Fri Feb 10, 2023 8:55 am 1st turn auto-reload random map
Not sure how hard this would be to implement, but it's a bit of a pain to cancel and re-create a challenge just because the map is not suitable for one or both of the players, especially in a tournament. Would it be feasible to have a 're-roll the map' option on the first turn for each player? Just throwing it out there.^^
Aetius
Development wishlist
Re: Development wishlist
Creator of "There Can Be Only One" tournaments in Field of Glory 2.
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Re: Development wishlist
Sounds acceptable.Aetius39 wrote: ↑Fri Feb 10, 2023 12:55 pm1 or 2 re-rolls would be great. No more than 2 needed, and just 1 would be better than none.^^SimonLancaster wrote: ↑Fri Feb 10, 2023 10:02 amInteresting. Would you cap it at one re-roll? By definition a random map is random so re-rolling until you get a good map for your particular army seems a little unfair.Aetius39 wrote: ↑Fri Feb 10, 2023 8:55 am 1st turn auto-reload random map
Not sure how hard this would be to implement, but it's a bit of a pain to cancel and re-create a challenge just because the map is not suitable for one or both of the players, especially in a tournament. Would it be feasible to have a 're-roll the map' option on the first turn for each player? Just throwing it out there.^^
Aetius
YouTube channel for Field of Glory 2: Ancients and Medieval.
https://www.youtube.com/@simonlancaster1815
https://www.youtube.com/@simonlancaster1815
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Re: Development wishlist
It wouldn't be a simple fix. Something to consider though.Aetius39 wrote: ↑Fri Feb 10, 2023 8:55 am 1st turn auto-reload random map
Not sure how hard this would be to implement, but it's a bit of a pain to cancel and re-create a challenge just because the map is not suitable for one or both of the players, especially in a tournament. Would it be feasible to have a 're-roll the map' option on the first turn for each player? Just throwing it out there.^^
Aetius
Richard Bodley Scott
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Re: Development wishlist
It might be a project but I would like to see the AI chose an army that matches up better with the map terrain. More cavalry in open terrain, more mediums/lights in rougher terrain, etc. Probably more of a situation with Medieval than with standard FOG2.
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Re: Development wishlist
Of course it would be more realistic if the player used the autoselect option, rather than the AI also picking troops to fit the terrain, which would not be possible in real life.Jagger2002 wrote: ↑Mon Feb 13, 2023 6:41 pm It might be a project but I would like to see the AI chose an army that matches up better with the map terrain. More cavalry in open terrain, more mediums/lights in rougher terrain, etc. Probably more of a situation with Medieval than with standard FOG2.
Richard Bodley Scott
Re: Development wishlist
Hello there, first post, but I've playing this game for years.
One point of this game that I think could use some improvement is the amount of information accessable to the players and LOS is part of this. We have perfect information about the enemy units, the elevation only hide units if it is very high, and we can discern every detail about the unit, to the point we can see where the generals are from the other side of the map.
I believe one of the uses of skirmishers was to hide the units behind them. Also in Cannae Hannibal light troops were ordered to raise as much dust in the air as possible which was later used to help fool the Romans into the trap.
One way to change the game to improve it is to place "?" icons to the enemy units. You can see them, maybe hear them but you need to be close to see more details (you can believe it is a heavy infantry, but maybe it is a medium), when you get closer you can discern which type, but have doubts about its quality or the presence of a general. If the unit is being heard but not seem you can think it is in a place, but it really is in a nearby square. If we have fog conditions, all this is worsened, in plain day light it is easier, but units behind other units are still hard to discern.
I think this idea would really change the game for the better.
One point of this game that I think could use some improvement is the amount of information accessable to the players and LOS is part of this. We have perfect information about the enemy units, the elevation only hide units if it is very high, and we can discern every detail about the unit, to the point we can see where the generals are from the other side of the map.
I believe one of the uses of skirmishers was to hide the units behind them. Also in Cannae Hannibal light troops were ordered to raise as much dust in the air as possible which was later used to help fool the Romans into the trap.
One way to change the game to improve it is to place "?" icons to the enemy units. You can see them, maybe hear them but you need to be close to see more details (you can believe it is a heavy infantry, but maybe it is a medium), when you get closer you can discern which type, but have doubts about its quality or the presence of a general. If the unit is being heard but not seem you can think it is in a place, but it really is in a nearby square. If we have fog conditions, all this is worsened, in plain day light it is easier, but units behind other units are still hard to discern.
I think this idea would really change the game for the better.
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Re: Development wishlist
This is the sort of thing that would be ideal for a Mod.Fangorn wrote: ↑Tue Feb 14, 2023 3:17 am Hello there, first post, but I've playing this game for years.
One point of this game that I think could use some improvement is the amount of information accessable to the players and LOS is part of this. We have perfect information about the enemy units, the elevation only hide units if it is very high, and we can discern every detail about the unit, to the point we can see where the generals are from the other side of the map.
I believe one of the uses of skirmishers was to hide the units behind them. Also in Cannae Hannibal light troops were ordered to raise as much dust in the air as possible which was later used to help fool the Romans into the trap.
One way to change the game to improve it is to place "?" icons to the enemy units. You can see them, maybe hear them but you need to be close to see more details (you can believe it is a heavy infantry, but maybe it is a medium), when you get closer you can discern which type, but have doubts about its quality or the presence of a general. If the unit is being heard but not seem you can think it is in a place, but it really is in a nearby square. If we have fog conditions, all this is worsened, in plain day light it is easier, but units behind other units are still hard to discern.
I think this idea would really change the game for the better.
Richard Bodley Scott
Re: Development wishlist
"Cavalry that stops pursuing if it's attacked by ranged units (especially lights)"
I wonder if the above was ever considered?
I noticed that sometimes, like in a game I'm in now, that if a cavalry (here a Byzantine lancer) broke a unit and keeps pursuing it, it can get pummeled by arrows, yet it often keeps pursuing another turn or two. Wouldn't it make more sense for the cavalry to stop pursuing immediately, and turn on the new attackers? Doesn't seem like a big thing, but also seems more realistic to me, unless I'm missing something.^^
If cavalry already do this, I'm sorry for posting, but I'm pretty sure they don't.
Aetius
I wonder if the above was ever considered?
I noticed that sometimes, like in a game I'm in now, that if a cavalry (here a Byzantine lancer) broke a unit and keeps pursuing it, it can get pummeled by arrows, yet it often keeps pursuing another turn or two. Wouldn't it make more sense for the cavalry to stop pursuing immediately, and turn on the new attackers? Doesn't seem like a big thing, but also seems more realistic to me, unless I'm missing something.^^
If cavalry already do this, I'm sorry for posting, but I'm pretty sure they don't.
Aetius
Creator of "There Can Be Only One" tournaments in Field of Glory 2.
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Re: Development wishlist
The idea is that they are too focused on hacking down routers to take any coherent notice of what is going on around them.Aetius39 wrote: ↑Mon Feb 20, 2023 7:05 am "Cavalry that stops pursuing if it's attacked by ranged units (especially lights)"
I wonder if the above was ever considered?
I noticed that sometimes, like in a game I'm in now, that if a cavalry (here a Byzantine lancer) broke a unit and keeps pursuing it, it can get pummeled by arrows, yet it often keeps pursuing another turn or two. Wouldn't it make more sense for the cavalry to stop pursuing immediately, and turn on the new attackers? Doesn't seem like a big thing, but also seems more realistic to me, unless I'm missing something.^^
We might disagree on whether that is realistic, but we think it is, and have no current plans to change it.
Richard Bodley Scott
Re: Development wishlist
No problem! I honestly didn't know if it WAS realistic or not in real battles. Offhand, I'd assume maybe not, as I understand that while you'd be intent on pursuing the routed enemies, if a bunch of arrows flew at your from your flank and several guys around you dropped, maybe you'd swing around and meet the new threat. But I've never been in a ancient battle, so it's just my guess.^^ Thanks for replying!rbodleyscott wrote: ↑Mon Feb 20, 2023 7:08 amThe idea is that they are too focused on hacking down routers to take any coherent notice of what is going on around them.Aetius39 wrote: ↑Mon Feb 20, 2023 7:05 am "Cavalry that stops pursuing if it's attacked by ranged units (especially lights)"
I wonder if the above was ever considered?
I noticed that sometimes, like in a game I'm in now, that if a cavalry (here a Byzantine lancer) broke a unit and keeps pursuing it, it can get pummeled by arrows, yet it often keeps pursuing another turn or two. Wouldn't it make more sense for the cavalry to stop pursuing immediately, and turn on the new attackers? Doesn't seem like a big thing, but also seems more realistic to me, unless I'm missing something.^^
We might disagree on whether that is realistic, but we think it is, and have no current plans to change it.
Aetius
Creator of "There Can Be Only One" tournaments in Field of Glory 2.
Re: Development wishlist
From my obviously limited ideas about ancient battle, I took away from reenactment days, I would agree with Richard.
When engaged your situational awareness is reduced enormously, hardly even noticing the man right beside you.
This is already so in a tight infantry formation. Now imagine being on a galloping horse to boot.
When engaged your situational awareness is reduced enormously, hardly even noticing the man right beside you.
This is already so in a tight infantry formation. Now imagine being on a galloping horse to boot.
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Re: Development wishlist
Also remember pursuers and routers both are less vulnerable due to the penalty to shooting assessed when targeting such.
Chaos Tourney and Little Wars Organizer, TDC V Early Medieval Coordinator
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Re: Development wishlist
Combat Mission has this system. It's probably the best (as in effective and inobtrusive) fog of war implementation I've seen in a wargame.Fangorn wrote: ↑Tue Feb 14, 2023 3:17 am One way to change the game to improve it is to place "?" icons to the enemy units. You can see them, maybe hear them but you need to be close to see more details (you can believe it is a heavy infantry, but maybe it is a medium), when you get closer you can discern which type, but have doubts about its quality or the presence of a general. If the unit is being heard but not seem you can think it is in a place, but it really is in a nearby square.
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Re: Development wishlist
I'd like to be able to save a battlefield and have the option of importing a battlefield in addition to the normal randomized one.
Chaos Tourney and Little Wars Organizer, TDC V Early Medieval Coordinator
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Re: Development wishlist
Yes, we would like that too, but it isn't simple to implement.
Do you mean
a) Import a battlefield created in the Editor.
b) Import a previously saved randomly created battlefield.
c) Something else
d) Both
?
Richard Bodley Scott
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Re: Development wishlist
I would like b), but probably there would be some who'd like option a) as well.rbodleyscott wrote: ↑Thu May 04, 2023 7:12 amYes, we would like that too, but it isn't simple to implement.
Do you mean
a) Import a battlefield created in the Editor.
b) Import a previously saved randomly created battlefield.
c) Something else
d) Both
?
Thanks,
Karvon
Chaos Tourney and Little Wars Organizer, TDC V Early Medieval Coordinator
Re: Development wishlist
Much of the things above -yes please.
and
Can the Losses Tally have Leaders, Knights, and maybe Nobles added to the list of dead ,wounded and routing?
A DLC of unit cards.
A Large Picture of the unit with detailed information on the unit. A digital table to lay them out side by side.A Test bed like in the editor, And all the tools to look at POAs ,Armor weapons...etc. if this could be opened on a 2ed screen as you play the game would be nice.
AND Hell yes - Replays
and
Can the Losses Tally have Leaders, Knights, and maybe Nobles added to the list of dead ,wounded and routing?
A DLC of unit cards.
A Large Picture of the unit with detailed information on the unit. A digital table to lay them out side by side.A Test bed like in the editor, And all the tools to look at POAs ,Armor weapons...etc. if this could be opened on a 2ed screen as you play the game would be nice.
AND Hell yes - Replays
Re: Development wishlist
I hope for a way to skip the enemy replay sequence.
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Re: Development wishlist
I usually just go get a drink or read a book when I'm not interested in watching the replay myself.
Karvon
Chaos Tourney and Little Wars Organizer, TDC V Early Medieval Coordinator
Re: Development wishlist
Yeah! But it is annoing!